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Walkthrough - FAQ/Strategy Guide

Page 1

Rome Total War Strategy Guide v1.5
for game version 1.0 to 1.5
(for intermediate players)
by: A.H.W. aka Blood Rage
ahwongso@hotmail.com
Original submission made June 7 2005
First update June 17 2005
Second update June 28 2005
Third update October 04 2005
Fourth update 11 August 2006
Fifth update 02 December 2006
Correction for Briton Strategy 04 March 2007
Sixth update 12 September 2007
NOTE: (*) at the end of titles denote changes in version 1.2
and above. Basically the combat aspects doesn't change much
from 1.2 onwards. All else are version 1.0.
Table of contents
=================
1.0 Author's note
1.1 Noticeable campaign changes in version 1.2*
1.2 Noticeable campaign changes in version 1.5*
2.0 Basic Strategies
2.1 Troops
2.2 Commands
2.3 Terrain
2.4 Buildings
2.5 Battles
3.0 Advanced Strategies
3.1 Targets
3.2 Sieges*
3.3 Battle Commands
4.0 Misc Strategies
4.1 Diplomat*
4.2 Spies*
4.3 Assassin*
4.4 Navy
4.5 Rebels!
4.6 Mercenaries
4.7 Happy people = healthy empire
4.8 Capital
4.9 'Offensive Fortification'
4.10 Watchtowers
4.11 Massacre vs. Enslave
4.12 What I think of Protectorates
5.0 Factions for this guide
followed by strategies by factions
------------------------------
A. Julli
--------
A1.0 Author's note*
A2.0 Basic Strategies
A2.1 Troops*
A2.2 Commands
A2.3 Terrain
A2.4 Buildings
A3.0 Advanced Strategies
A3.1 Targets*
A3.2 Sieges*
A3.3 Battle Commands
------------------------------
B. Brutii
---------
B1.0 Author's note
B2.0 Basic Strategies
Please see Julii
B3.0 Advanced Strategies
B3.1 Targets
B3.2 Sieges
B3.3 Battle Commands
------------------------------
C. Carthage
-----------
C1.0 Author's note
C2.0 Basic Strategies
C2.1 Troops
C2.2 Commands
C2.3 Terrain
C2.4 Buildings
C3.0 Advanced Strategies
C3.1 Targets*
C3.2 Sieges
C3.3 Battle Commands
------------------------------
D. Seleucids
------------
D1.0 Author's note
D2.0 Basic Strategies
D2.1 Troops
D2.2 Commands
D2.3 Terrain
D2.4 Buildings
D3.0 Advanced Strategies
D3.1 Targets*
D3.2 Sieges
D3.3 Battle Commands
------------------------------
E. Gauls
--------
E1.0 Author's note
E2.0 Basic Strategies
E2.1 Troops
E2.2 Commands
E2.3 Terrain
E2.4 Buildings
E3.0 Advanced Strategies
E3.1 Targets
E3.2 Sieges
E3.3 Battle Commands
------------------------------
F. Germans
----------
F1.0 Author's note
F2.0 Basic Strategies
F2.1 Troops
F2.2 Commands
F2.3 Terrain
F2.4 Buildings
F3.0 Advanced Strategies
F3.1 Targets
F3.2 Sieges
F3.3 Battle Commands
------------------------------
G. Egyptians
------------
G1.0 Author's note
G2.0 Basic Strategies
G2.1 Troops
G2.2 Commands
G2.3 Terrain
G2.4 Buildings
G3.0 Advanced Strategies
G3.1 Targets
G3.2 Sieges
G3.3 Battle Commands
------------------------------
H. Parthians
------------
H1.0 Author's note
H2.0 Basic Strategies*
H2.1 Troops
H2.2 Commands
H2.3 Terrain
H2.4 Buildings
H3.0 Advanced Strategies*
H3.1 Targets
H3.2 Sieges
H3.3 Battle Commands
------------------------------
I. Scipii
---------
I1.0 Author's note
I2.0 Basic Strategies
I2.1 Troops
I2.2 Commands
I2.3 Terrain
I2.4 Buildings
I3.0 Advanced Strategies
I3.1 Targets
I3.2 Sieges
I3.3 Battle Commands
------------------------------
J. Britons
----------
J1.0 Author's note
J2.0 Basic Strategies
J2.1 Troops
J2.2 Commands
J2.3 Terrain
J2.4 Buildings
J3.0 Advanced Strategies
J3.1 Targets
J3.2 Sieges
J3.3 Battle Commands
------------------------------
6.0 General battle tips against specific factions
6A. Julli, Brutii, Scipii and SPQR
6B. Carthage and Seleucids
6C. Egyptian
6D. Gauls
6E. Germania
6F. Brittania
6E. Dacia
6F. Thrace
6G. Macedon
6H. Greek Cities
6I. Parthians and Armenia
6J. Scythians
6K. Spain
6L. Numidia
6M. Pontus
------------------------------
7.0 Geographical considerations
7.1 Money pits
7.2 Trouble Spots
7.3 Strategic cities
7.4 Logistic nightmare
------------------------------
8.0 Economy
------------------------------
9.0 Questions
------------------------------
10.0 Credits & Disclaimer
============================================================================
1.0 Author's note
-----------------
This guide is for slightly experienced players in the single
player Imperial campaign. I have no experience playing in
multiplayer. It is not a comprehensive guide detailing
everything you need to know but rather elaborating more on
strategies, rather than game bugs, info, cheats. All the
games here are on 'very hard/very hard'. Therefore, some
mastery of basic commands are recommended.
All this strategies here are exactly from my own play.
I also assume that the readers would be familiar with the
geography and terms of the game.
This strategy guide will be structured according to factions
following the general structure here. I have split the
strategies into 'Basic Strategies' and 'Advanced Strategies'
because Basic Strategies apply in any way that you play the
faction while in Advanced Strategies I explain my own
strategies as an advancement from the basics; usually based
on how I interpret the faction strengths and weaknesses,
their geographical considerations and how, if any extra
tactics I use.
Please read through the general non-faction specific part
before going to the faction specific guide.
Updated 17 June 2005:
I fought against my hatred of using chariots and tried out
the Egyptians and mastered Parthians. Also posted more
strategies like 'offensive fortification' and more of
advanced strategies. Various errors corrected. Grammar
checked.
Updated 28 June 2005:
Added Scipii and also the 'General battle tips against
specific factions', 'Geographical considerations',
'Economy' and 'Questions' sections. Also added diagrams of
Roman and Parthian formations.
Updated 04 October 2005:
Took some time off the game and got a girlfriend. Now back
with version 1.2. There are obvious changes in version 1.2,
the most noticeable so far is the enemy AI in the campaign
map and battle map.
Updated 11 August 2006:
Replayed Carthage and Seleucids with version 1.5. Also
played Greeks but decided to stop after destroying the
Roman factions because they are a very boring faction to
play battle-wise due to lack of unit variety, and haven't
got round to fighting missile cavalry yet. So, I won't
post up the Greek strat as I can't and don't want to
recall how I played it. I had so much cash but was so damn
bored.
Updated 02 December 2006:
Completed Seleucid 103 province capture. Winning primary
objective with Britons. The Light Chariots rule! Most
spelling errors corrected.
Correction for Briton Strategy 04 March 2007:
THe settlement that I meant was Samarobriva but I
mistakenly put in Batavodrum.
Updated 12 September 2007:
Replayed Parthia in version 1.5 and implemented new
strategies for Parthia.
1.1 Noticeable campaign changes in version 1.2
++++++++++++++++++++++++++++++++++++++++++++++
- it cost much more to bribe
- assassins and spies are a bigger pain
- the factions tend to stick more to their historical or
geographical boundaries and some factions are simply less
aggressive as per history
- battle changes are noted in rest of guide
- the AI will use siege weapons in battles more
1.2 Noticeable campaign changes in version 1.5
++++++++++++++++++++++++++++++++++++++++++++++
- the AI is more crappy with diplomacy that it isn't even
funny any more. I like the part where the Egyptians will
mention that the pharoah decrees that 'All your bases are
belong to us' when they asked for me to become a
protectorate kingdom when I am kicking their behinds.
- phalanx pikes hold off better against elephants and
chariot charges resulting in instant kill irrespective
of the elephants and chariot hit points.
2.0 Basic strategies
--------------------
2.1 Troops
++++++++++
Always a good idea to familiarise yourself with the units,
understand their strengths and weaknesses. Phalanxes are
great for holding a line. Light infantry is easier to
maneuver. Archers kill from afar and are a must for all
factions especially if you meet up against elephants.
Chariots great for breaking lines and kill infantry.
Elephants just run through lines. You must also get a good
feel of the combination of units that you will be comfortable
with. I find that I have to use different combinations for
different factions. But generally I'm a cavalry kind of
player, hit from the back, fast, hard and run down
retreating enemies.
2.2 Commands
++++++++++++
Learn the hotkeys for all the commands. This will help make
commands appear smoother. It gives you no advantage in
single player mode as you can click pause any time. But make
sure you familiarise with all the commands. Manually giving
specific order to units individually is the best. You get less
of a lag in response but takes time to master. The preset
formation orders are terrible and slow to organise. Using
group commands make them slow to react as well.
2.3 Terrain
+++++++++++
Simple basic terrain rules - high ground good, low ground bad.
If you place archers in the rear on a lower ground, they will
shoot into the backs of your front lines. If the archers are
placed on higher ground in the back, they won't kill your own
troops.
Bridges and river crossings are good to defend if the enemy
only come from one side.
Use town/city streets for choke points and cover from flanking.
I find forests the hardest for me to control as the trees
obstruct the view and placement of troops.
Try and place your units in the extremes of the open map during
offensive and defensive battles to avoid getting outflanked.
2.4 Buildings
+++++++++++++
Buildings give bonuses but not all are useful. You need to look
at the building browser at the start of the game and plan what
you are going to aim for early on.
Always aim to get the economy running first by raising all taxes
to very high if you are able. This will hinder population growth
but not to worry because if your population grow too fast, you'll
have problems with keeping them all contented. The growth of a
town/city must be controllable and if done right you can predict
how soon you need to build happiness bonus buildings to keep up.
Happiness is not a big problem early on, but once you are like
holding about 30 cities, it will start to creep up on you.
2.5 Battles
+++++++++++
Trust me, it's better to fight all battles yourself as the
computer is very very dumb. At the start of the game, play all
battles yourself with the target to minimise losses as unit
training at the start is costly.
3.0 Advanced strategy
---------------------
This is where it gets fun. :)
3.1 Targets
+++++++++++
Always have a plan to target certain factions from the start and
aim to disrupt them as much as possible. For example, when I
played Julii, my main aim is the other 2 Roman faction as like
it or not they will turn against me when you grow strong. So my
strategy was to obstruct their growth by securing their growth
targets and surrounding them. Read on later for faction specific
strategies.
3.2 Sieges
++++++++++
I think sieges are a skill itself. Sieges are very fun when you
are the defender. Even with a small army you can beat considerable
odds. And it is always better to keep smaller armies, but don't
depend on weak units. Use archers and units with quite ok defences.
Another tactic is to use wall defences to kill for you. Sally out
during sieges and get the enemy to come closer to your walls for
your towers to kill them. With wooden walls you need to play a
hide & seek tactic to draw their units to the towers. This only
works when they outnumber you.
Attacking in sieges are a good way to expand very fast and make
plenty of cash by massacre-ing. Attacking during a siege is best
done using siege towers for stone walled cities. Use crack infantry
to get up the walls, and then capture all the surrounding towers,
using their arrow towers to then start shooting against them. This
also opens the gate for the rest of your troops. This strategy is
ideal for factios without onagers or if you don't want arrows to
pour onto your invading forces as you march down the streets.
With onagers, see the Julii strategy.
The strategy I love most about sieges is when I siege a city and
they attack my army with another army leading to a battle in open
grounds with the city defenders coming out as reinforcements. If you
kill off all the city defenders and win, you gain the city without
going through a siege battle.
Always remember that defenders have the advantage in sieges. No
defender unit will rout in the town centre. Defenders also get
better morale so even basic peasants will fight better.
Also take note that each region has it's own city layout pattern.
For example the Roman and Greek cities' route to the city centre
is more twisted while the African cities are more direct.
**version 1.2 changes
- the AI is more eager to attack during sieges. My preferred strategy
when defending sieges is to let the enemy have the wall and
concentrate my defences around the city center. I always place my
units to hit from at least 2 directions at choke points. For example,
place your units at 3 sides of a crossroads and let the enemy engage
you.
- the AI is cleverer when you sally forth. They don't stand around to
get killed by my wall defences. Nevertheless, I still sally forth and
win. The key here is to have at least 3 cavalry, 3 archers and some
dependable infantry. I place all but 1 archer on the wall. As soon as
the battle start, I observe for enemy movements. If they move to one
side, I rush my cavalry out and charge at stragglers. Sometimes I win
the sally forth all from the first charge. If the enemy is not broken,
I pull the cavalry back and line up the infantry outside. I then place
the other archers as close on the side of the wall facing the enemy.
I get the archer not on the wall to come out and skirmish the enemy
to draw them near. Everytime they send one unit to chase the archers,
I charge with the cavalry. Even when the enemy charge all out and
overwhelm the infantry, the archers on the wall will make short work
of them.
- when attacking in a siege, the last enemy troop in the town center
will not sit still as you pepper projectiles at it. In fact it will
charge at the projectile unit. Heck, this makes it even easier. I
place infantries at the front and archers behind. After the up to 2
arrow barrages, I order a ceasefire and let the enemy charge into my
infantry while cavalry charge from behind. This will make the unit
rout and lessen your losses.
- siege towers' ballistas are much more effective and can wipe out
more than half the units on the wall. Sometimes I use a few towers
to kill units only and only climb the walls when they are very weak.
3.3 Battle commands
+++++++++++++++++++
In battles, there's a lot of timing involved. The simplest one is to
stop all your archers firing when the enemy units are very close to
your front lines to avoid shooting at your own men. You also need to
experience the perfect timing to move your cavalry out from your
flanks to outflank the enemy troops. Move them out too early and
you'll get their infantry trying to chase them instead of clashing
against your front lines.
Formation is vital to any battlefield success. Place your units too
tightly in a group and it becomes easier for the enemy to outflank
you. A formation must preferable give a strong front, cover for your
projectiles, flank protection and space to deal with any changes you
need to make. Each faction has their own ideal formations based on
units and also terrain. I like to place my onagers right behind the
frontlines in the middle with archers to the sides so that I don't
burn my own frontlines by mistake. My cavalry are all in my rear
until my army gets into position, then they move out to the flanks
in the rear, a charging distance from the front lines to charge at
anyone who attack my flanks.
4.0 Misc strategies
--------------------
4.1 Diplomats
+++++++++++++
Diplomats are fun to use. Make as many trade right deals as possible
to make money. Also if you need cash, use diplomats to 'sell' your map
information for cash. Just offer your map information and ask for
regular tributes and one time payments. The largest sale I gained was
for 5400 cash for 12 turns from the Scipii. The usual deal you get is
about 10,000 cash worth in total.
Make alliances with everyone early on. Doesn't matter who or how long
it lasts as everyone will come for you anyway if you are large.
Alliances are just to buy time.
So far, I only manage to get the Spanish to become my protectorate and
I find it gives me no advantage at all. Might as well take their
cities.
I've gained a few settlements on demand as well but beware as they are
not defended when you receive them and tend to riot. Prefer to conquer
and massacre to control population size.
Bribe! Bribe! Bribe! No army is too expensive to bribe. Keep the
diplomats around your frontline cities in case you have to bribe that
superior army. Very useful early in the game.
**version 1.2 changes
- Bribing cost has increased hugely. Therefore bribing has become less
attractive. Don't be surprised to find bribing crappy rebels to cost
you over 5k denarii.
- Enemy AI has changed in regards to diplomacy. They are more willing
to become protectorates and give out map information.
4.2 Spies
+++++++++
Spies give advanced information. Learn what the enemy units are and you
can counter them. Also good to know what units the enemy keep to defend
their cities so that you can plan your siege.
Keep spies in front so that you don't get ambushed but I don't really
mind this as my expeditionary force can handle anything the ambushing
babarians can throw at me.
**version 1.2 onwards changes
- the AI uses a lot of spies and seed them in any front line cities. So
make sure you have spies for counterspying or you will have a headache
with happiness level
4.3 Assassins
+++++++++++++
**version 1.2 onwards changes
- the AI uses more assasins and are more successful. You can lose your
precious generals this time.
4.4 Navy
++++++++
Don't spend too much on Navy. Their use is limited. Keep up to 3 large
fleets to kill other ships and few small fleets of up to 4 ships for
transport. Why? Navy is costly. It can suck your economy dry. If you
don't concentrate them they are weak as well, especially in Very Hard
mode. I tend to lose naval battles on even strengths. You need to
overwhelm the enemy navy to win.
If you worry that the enemy control the seas, don't panic. The key to
win control of the sea is to capture the land. Dominance of the sea
depends on dominance on land.
**version 1.2 onwards changes
- the AI will not make crazy navies like in 1.0 and will spend more
cash on troops instead.
4.5 Rebels!
+++++++++++
Rebel units tend to pop up here and there... have no fear! They block
roads and reduce trade income.
Using diplomats you can bribe most of them for less than 1300 cash. If
they have a rebel general, you can recruit him for less than 5000 cash.
They best way I've dealt with them is to use generals with bad stats,
get them to hire mercs, then get them to run over rebels. This way they
become conquering heroes (+6 influence) and can be used to placate
unhappy towns with their high influence. It's a win-win situation.
4.6 Mercenaries
+++++++++++++++
Mercs are not great. Most of them have poor morale and break off and run
faster than the rest. The ones I tend to use are Cretan Archers, Samartian
Mercenaries, Rhodian Slingers, Mercenary War Elephant and Bastarnae
Mercenaries. Still, I use them sparingly as I can't retrain them. Avoid
unless they can give you an advantage.
4.7 Happy people = healthy empire
+++++++++++++++++++++++++++++++++
The toughest part of the game is to avoid rebellions. They are a pain and
tend to happen in your largest cities which also happen to be your richest.
Recapturing them are a pain because I tend to leave weaker cheap troops to
garrison them while the top of my crop go off conquering.
The basics are:
1. keep a suitably sized garrison, preferable cheap maintainance
units like peasants
2. build happiness buildings and counter their grievances
3. maintain a governor with high influence
4. keep appropriate tax level
The advanced strategies are:
1. keep population growth under control
population control is important. You want your cities to
grow fast enough to give you tech but also not too fast
that it will drain your resources to keep on building
happiness buildings. Make sure there's always population
growth until you pass the 24k mark but also make sure
that you have enough time to prevent any rebellions.
2. use games and races
this will cost you but are very effective, making the
Romans ideal for total domination. If you are not Roman
you might want to let them live a bit longer and build
arenas for you before you capture their cities,
especially the Scipii in North Africa and Egypt.
3. plague your own cities
smaller population = happier population. Great for places
where population can grow over 30,000 like Carthage,
Alexandria, Memphis, Corduba, etc.. **I don't do this
any more as I have managed to fine tune the population
control to avoid resorting to plagues and massacres to
control happiness levels.
4. ideal governor
must have high influence and management. possible to have
management and influence both up to 10 for Romans. High
management give high income giving some happiness boost.
Remove grain merchant and overseer from governors as
they boost population growth; good for income but you
don't want a rich unhappy city.
5. culture penalty
culture penalty depends on what structure you have in the
city of a different culture compared to your culture.
Therefore to reduce it, you need to replace or rebuild
buildings from different cultures. Nevertheless, you can
still escape without culture penalty even if you have 1
or 2 buildings from a different culture. Razing different
culture buildings as soon as capturing the city is not
always required. Just take your time and replace the
buildings and youc an actually keep a few happiness bonus
buildings in the process without sustaining any culture
penalty. In version 1.5, having the pyramids eliminates
Egyptian culture penalties.
4.8 Capital
+++++++++++
Always try to move your capital towards the centre of large cities. Rome
and the cities around it is good. This keep the big cities happier and the
distance to capital will lessen with a city in the centre of your empire.
4.9 'Offensive Fortification'
+++++++++++++++++++++++++++++
A fort has wooden walls, cost 500 denarii, can be build at most
places, and very much worth the money! If you fight against factions that
have strong infantry which can break your lines in a strong charge, and
your advancing army uses archers and onagers, try building forts at the
end of your movement. This way when the marauding enemy decide to siege
your fort, sally forth and your onagers can rain fireballs and your
archers will shower arrows in safety behind your walls. So you don't
have to worry about elephants, pikemen, axemen, falxmen, etc..
4.10 Watchtowers
++++++++++++++++
Watchtowers are very useful as advanced warning and also to light up areas
along the roads where rebel units can appear and block the roads affecting
trade. To get maximum view from towers, build them in higher elevations.
No use building it in the middle of the forest.
4.11 Massacre vs. Enslave
+++++++++++++++++++++++++
After trying out these two options after capturing a city, I personally
would still choose either depending on the campaign need. In the early
game, where the town population are low, enslaving is better to boost
population growth while not causing the captured city to rebel. But when
I captured large cities and huge cities, massacre seems to be the better
option to quell rebellions early on. The denarii made from massacre is
also a good incentive, even in version 1.2. Once I have plenty huge
cities to provide the tech, I simply massacre any city above 10k
population as I don't need population boost any more and could better
use the cash.
4.12 What I think of Protectorates
++++++++++++++++++++++++++++++++++
Crap. If they are weak enough to accept protectorate, might as well
eradicate them and tax the cities dry.
5.0 Factions for this FAQ (very hard/very hard)
-----------------------------------------------
A. Julii*
B. Brutii
C. Carthagians*
D. Seleucids*
E. Gaul
F. Germans
G. Egypt
H. Parthians
I. Scipii
J. Britons*
============================================================================
A. Julii
========
A1.0 Author's note
------------------
Julii have the advantage of starting with 2 onagers which is a great
bonus as it usually takes some time into the game before you are able
to build them. With catapults, it make attacking walled settlements easy.
Their Roman units are easy to get into. Easiest to start with as you
start off with free good units.
Version 1.2 is more challenging as the Brutii and Scipii expend much
faster. Not being able to bribe much due to exorbitant cost makes for
more battles.
A2.0 Basic Strategies
---------------------
A2.1 Troops
+++++++++++
Infantry to fight infantry and hold enemy cavalry, cavalry to do what
cavalries are good at, onagers to burn units and break walls, strong navy
and long ranged archer auxillia.
Most of their infantry can throw spears before a charge, so make sure you
make use of this for example, throw your spears at enemy lines before you
engage or get your troops facing into gaps in the wall and spear the
defenders within with full confidence that the defenders won't leave the
city walls.
The gladiators look formidable but in truth they are superseded by cavalry
as shock troops. As infantry they are useless in holding the line.
My combo for a typical Roman expeditionary force is to have 3-4
onagers/heavy onagers, 3-4 archer auxillia, 3-4 heavy cavalry and the rest
made up of heavy infantry i.e legionary cohorts and above.
**version 1.2 changes
- The Marius changes comes later in the game, had mine at 202 BC. Therefore
you have to put up with short ranged archers, equites and precipes much
longer. Suffered heavy losses to the high tech chosen axemen, chosen
swordmen and chosen archers. Be wary that equites is light cavalry and will
die against heavy cavalry in a straight charge.
A2.2 Commands
+++++++++++++
Use the fire at will command sparingly. Plenty of times I've killed my own
troops with the pilums, onagers and archers. Manual projectile target
selection is best but you have to keep tabs on it because you might lose
track on who's shooting at who. Grouping projectile units sometimes confuse
the game and make a mess of controlling the units. The best way to keep
control is to give commands to units individually and use the grouping
option for mass commands like maneuvering without losing formation of
ordering all units to stop.
A2.3 Terrain
++++++++++++
When fighting on bridges, make sure you have more archers than the enemy.
This works both attacker and defender. Use archers to push defenders back
or weaken then so that your troops can easily engage them.
Onagers cannot enter forests, so best to play in open terrain.
A2.4 Buildings
++++++++++++++
Keeping your population happy is the main priority. The Italian
peninsula and Greek peninsula has one of the highest income so cash
should not be a problem. Aim for early basic archers and heavy infantry
with the basic cavalry equites. In the early game the equites can
outflank the Gauls. Precipes are dependable. The Romans are the best
designed faction for total domination in the game as they have the Arena
and Hippodrome to help keep happiness in check.
A3.0 Advanced Strategies
------------------------
A3.1 Targets
++++++++++++
My target for Julii is to make money and more money. For that you will
need to secure the Italian peninsula and Greece. Use your alliances
with the other Roman factions for trade and for them to protect the
sea.
Head straight for the cities of Northern Italy and advance to Massila
in the West. Defend Massila. Massila also has bridges which are ideal
for defensive play with archers and onagers at the back of your troops.
Then aim to secure the Western coast of the Greek peninsula at Appolonia,
Salona, Thermon.
Appolonia ans Salona are loyal cities which are easy to keep happy and
therefore don't need a large army presence, which can go on to grab
Thermon. Your second expeditionary force should quickly land in Sicily
and capture Lilybeaum and/or Syracuse before the Scipii. You do not
need onagers here, just plenty of precipes and hastati and wait the
siege out.
In the early game, your units do not perform well against solid walled
cities. Once you have all these cities, spread out in 3 directions up
to France, the rest of Greece and Carthage. Using this strategy, you
enlarge in a circle which keeps your unhappiness from distance to
capital manageable. This also weakens the other Roman factions so that
by the time they turn on you, they will be easy meat.
Remember that all the Roman factions will turn on you. It is best if
you turn on them first before the Senate demand the suicide of your
leader every few turns. That means keep reserve onagers and troops
in one of your main cities. Capture the Italian peninsula ASAP and
then it'll be easy to defend. If you have a city in Sicily, quickly
grab the rest. They are usually poorly defended by the Scipii. No
need to rush on Rome as they are the least dangerous of the Romans.
The Brutii and Scipii can mass units very fast. I normally defend
from the Brutii at Patavium while the Scipii will try to land in
Sicily.
********************
**version 1.2 game**
********************
My aim for Julii is to make plenty of money and suppress the ambitions
of the other roman faction. The other Roman faction AI are more
aggressive and they will capture cities faster. So, the Scipii and
Brutii grow very fast as they attack during sieges. Therefore you must
be faster than them. As usual, I ignore the Senate missions unless it
befits my overall strategy.
(My rationale to avoid invading France and Gaul first is
because they are poorer low tech provinces. It's slow progress
through forests and not economically viable. That's why I
always aim for Greece and Sicily against the senate orders. I
also avoid meeting the aggressive Britons early by keeping
the Gauls in France.)
My first aim was to capture Segesta ASAP and then quickly capture
Patavium and Medialonum from the Gauls. This is a little tricky as I
was preparing an army to capture Lilybeaum at the same time. So I
had to hire mercenaries. I refrain from training units in my two main
roman cities as I want them to grow faster to get tech. So I did
enslaving all the way. My most precious units was the lone archer unit
which I protected all the way as it's the only unit giving you the
slight advantage in missile fire when sieging towns. (The lone archer
unit never dies and lasted till the Marius changes with a gold
chevron.)
After capturing northern Italy and Lilybeaum, the Brutii was expanding
quickly through the Greece. I had to stop them and hastily sent a small
army with lots of mercenaries to get a foothold in Greece. I quickly
captured Corinth and Larissa. The Brutii attacked the siege at Athens
before my siege engines were ready.
While invading Greece, my army in Lilybeaum was preparing to invade
Carthage and the initial northern Italy army was boarded into a ship
heading to Masilla. Masilla is vital to the plan. The northern Italy
army was weak with a few hastatis but had 2 velites and 1 archer and
remnants of the triarii. The plan was to quickly capture Masilla while
it wasn't heavily garrisoned and then fill it up with peasants.
Captured Masilla in 2 turns (needed rams) and sent as many troops as
available (while keeping the population happy with a large enough
garrison) to defend at the bridge north of the town. As long as I held
the bridge, the gaulish threat is extinguished. Once my forces were
more secure, I then moved this army to the second bridge northwest of
Masilla and again defended there. Had 5 big battles which I won. This
effectively castrated the Gauls. They take too long to recover and
drain all their resources making all their settlements never able to
grow above 6k population (by the time I removed the Gauls from France,
there were still 3 cities not expended over 2k population). Holding the
bridges near Massila also prevent me from warring the Spainish, Germans
and British, while using only a weak army.
From Lilybeaum I captured Carthage before the Scipii. The Scipii made
a big blunder by getting the Numidians to become their protectorate
whereby halting all Scipii expansion. The Scipii had only Messana,
Capua, Syracuse, Thapsus and Caralis. Carthage is the more
strategically important city compared to Thapsus as you will see later.
In Greece, my army grew stronger as the greek cities are better
developed providing my first onager at Larissa. I held Larissa, Rhodes,
Corinth, Sparta and Kydonia while keeping my alliance with Thrace.
In Italy my cities were training up an army with onagers to capture
Rome.
Thrace broke the alliance and I quickly captured Byzantium,
Thessalonica and Tylis while the Brutii captured Bylazora.
By now I was preparing to defeat the other Romans. I placed an army on
a bridge to the northwest of Bylazora cutting off Brutii route back to
Italy. I prepared 2 armies in Greece to capture the poorly defended
Athens and Thermon to make a path up to Apppolonia, Salona and
Segestica. Bylazora is less important as it can be easily cut off and
be captured at leisure.
In north Africa, I placed an army on the bridge southwest of Carthage
to hold off the large Scipii armies in Africa. I also made sure I
controlled the seas around Siciliy.
In Italy, I had 2 armies prepared with onagers to sweep onto Rome,
one from the north and the other from the east. In France, I added
Lugdunum and Narbo Martius and then pulled the main army back to
invade Caralis.
Now, the fight for Rome...
My north of Rome army attacked a small SPQR army forcing it to
withdraw next to Rome, to the east. My east army then attacked
this same small army to force a battle outside of the city killing
off almost all the city defenders and leaving Rome empty for the
north army to capture. Rome captured in same move.
I won 6 big battles at the bridge near Carthage against Scipii
armies eqiupped with onagers, ballistas and scorpions. I also won
8 big battles at the bridge northwest of Bylazora against hordes
of Brutii armies equipped with similar artillery, making my
general a legendary defender and legendary commader and earning
the title the Great. The Brutii were unable to reinforce their
capital as I stopped them near Bylazora and at Patavium.
I leisurely destroyed the other Roman factions while avoiding
conflict with the Spanish and Egyptians and stayed away from
Asia Minor as I depend on them for trade. The Germans are weak
and did not threaten from the north as I avoid warring them. I
could win at 50 provinces... but chose to let Rome fall to rebels
to continue capturing the rest of the map.
A3.2 Sieges
+++++++++++
Attacking in sieges you need onagers; 3 is ok, 4 is nice, 5 ideal
against big walls and 6 overkill. If wooden walls, you don't need to
build any other siege engines. Against stone walls, build either siege
towers or sap points. Use the onagers to destroy wall defences like
towers and gatehouses before you advance to minimise losses. Another
way is to capture towers with infantry. Fire bombing the defenders
is only practical when they have low wooden walls. For this, you need
to line up your onagers to face the street where the enemy will mass,
straight ahead to maximise the spread. No point if they can run
sideways as your onager shots seem to spread in a more longitudinal
way.
Archers auxilla are great to give the finishing blow. They are great
against enemies cowering behind wooden walls. Don't waste too many of
their arrows against defenders on the walls as your kill ratio is
less.
Take your time with and plan the sieges. Don't rush. You will notice
the defenders are more powerful than usual behind walls and most
powerful around their flag. Once you break the walls, chase the
enemy away from the walls, march towards their centre and use your
infantry to block the road. Use your archers to finish off the units
around the flag first followed by the cavalry. Minimal losses.
Defending from sieges you will need archers and some heavy infantry
to block roads. Cavalry is optional if you wanna run down their
retreating soldiers. Archer auxilla are the best. Sally out to
attack ASAP. Let them all stand on the wall and shoot the enemy until
you run out of ammo. Then quit battle and repeat process in same
turn until the enemy retreats. Do not send any troops out of the
walls. This is a very good way for archers to gain experience
chevrons.
If you don't have archers and you are outnumbered, which is usually
the case in the early game, use the arrow towers to do the job for you.
The computer AI will chase your troops round the walls if you send
them out. So, just place infantry units at all the gates and send one
out at a time and see the enemy chase after them and get shot down by
the arrow towers. Do this until time runs out and repeat in same turn
until your forces are almost equal which by then the computer AI won't
send the troops chasing after you. But with your troops in full
strength, send them out from a side gate and arrange them like in
usual attacking in open plains. Of course your units have to be of
reasonable quality. You can't expect peasants to take out barbarian
warbands on equal numbers. Precipes in early game is adequate, even
against phalanxes if you can maneuver your troops to outflank them.
**version 1.2 changes
- the AI is more eager to attack during sieges. My preferred strategy
when defending sieges is to let the enemy have the wall and
concentrate my defences around the city center. I always place my
units to hit from at least 2 directions at choke points. For example,
place your units at 3 sides of a crossroads and let the enemy engage
you.
- the AI is cleverer when I sally forth. They don't stand around to
get killed by my wall defences. Nevertheless, I still sally forth and
win. The key here is to have at least 3 cavalry, 3 archers and some
dependable infantry. I place all but 1 archer on the wall. As soon as
the battle start, I observe for enemy movements. If they move to one
side, I rush my cavalry out and charge at stragglers. Sometimes I win
the sally forth all from the first charge. If the enemy is not broken,
I pull the cavalry back and line up the infantry outside. I then place
the other archers as close on the side of the wall facing the enemy.
I get the archer not on the wall to come out and skirmish the enemy
to draw them near. Everytime they send one unit to chase the archers,
I charge with the cavalry. Even when the enemy charge all out and
overwhelm the infantry, the archers on the wall will make short work
of them.
- when attacking in a siege, the last enemy troop in the town center
will not sit still as you pepper projectiles at it. In fact it will
charge at the projectile unit. Heck, this makes it even easier. I
place infantries at the front and archers behind. After the up to 2
arrow barrages, I order a ceasefire and let the enemy charge into my
infantry while cavalry charge from behind. This will make the unit
rout and lessen your losses.
A3.3 Battle Commands
++++++++++++++++++++
Make sure you keep your frontline troops near the onagers if you are
using fire projectiles. Fire arrows can make elephants amok but won't
kill them. Onagers can kill elephants and I always like to look out
for burnt elephants in battle. Use cavalry to kill retreating
elephants.
Outflank all phalanxes with cavalry. Let chariots run at your
infantry and hit them from the sides or behind with cavalry. Be wary
that chariots can easily kill your cavalry if faced head on.
Against Egyptians you must not be overwhelemed by the size and speed
of their army. Axemen are trouble so you have to trim them down with
arrows and onagers. Axemen will break from flank attacks. Pharoah's
Bowmen are a pain but again is no big deal once you dispatch their
infantry. Do not send your cavalry on a solo mission to attack them
as they may win the fight and rout your cavalry. The chariots are
irritating as they can cut down cavalry easily but to counter, use
your infantry to get them into a protracted fight and they will fall
like flies. What the AI usually do is send the chariots to the flanks
to pepper arrows on my troops. I counter that by sending boulders at
them without fire and you'll spare the lives of your cavalry and
infantry from their charges.
Against phalanxes, most of them do not have long range archers. So,
use up all arrows and fire boulders, then get close and throw spears
at them. Do not engage head on but just keep your troops close facing
them while you try to get some infantry to their flanks. Legionary
cohorts can hold against pikemen for a short while and you have to
take this time to sweep from their flanks. A single heavy cavalry
charge from behind usually break them straight away and repeat this
on every phalanx.
The formation I normally use for all Roman factions is:
FRONT
------- ------- ------- ------- ------- ------- ------- -------
|H Inf| |H Inf| |H Inf| |H Inf| |H Inf| |H INf| |H INf| |H Inf|
------- ------- ------- ------- ------- ------- ------- -------
----- ----- -----
--------- --------- |Ona| |Ona| |Ona| --------- ---------
| Arc | | Arc | ----- ----- ----- | Arc | | Arc |
--------- --------- ----- --------- ---------
------- ------- |Gen| ------- -------
| H | | H | | | | H | | H |
| Cal | | Cal | ----- | Cal | | Cal |
------- ------- ------- -------
REAR
H Inf = Heavy Infantry
Ona = Onager
Arc = Archer Auxilla
Gen = General
H Cal = Heavy Cavalry
*Note: putting onager closely behind your front line gives you extra
range and you won't burn your own troops.
Once in position, the Heavy Cavalries will spread out to the sides,
either facing forwards slightly behind the archer rear line, or
faced 45 degrees angle away from the front again slightly behind
the archer rear line in anticipation of the enemy attempt for my
flanks.
============================================================================
B. Brutii
=========
B1.0 Author's note
------------------
Brutii is one of the easiest factions to play. You start off rich. What
more do you need? In the height of my power, Terentum was making a
profit of 9000 cash per turn while Croton made 8000 with these 2 cities
being huge where they actually pay most of my military wages as well
(wages are spread out to all cities with higher population cities paying
a larger share). The other rich cities and Mesanna, Lilybeaum, Syracuse,
Antioch, Sparta, Athens, Corinth, Sidon. I managed to capture ALL
settlements with the Brutii thanks to their economic superiority and the
Roman ability to use races and games (did this by capturing Rome and
then abandoning it to the rebels once I hold 48 cities, and then capture
everything else with Rome last).
B2.0 Basic Strategies
---------------------
Pease see Julii
B3.0 Advanced strategies
------------------------
B3.1 Targets
++++++++++++
Aim for Northern Italy first before the Julii. The computer AI takes time
with the sieges but for yourself capture the city of North Italy from the
Gauls with 2 turns each. Use 3 battering rams standard. Use precipes and
hastati to throw spears through the gaps. Rush in with precipes followed
by the general units to make a breach and from there slowly ride up to
the town centre. Next target is the island of Sicily to block the Scipii.
Once you have Sicily, aim for Greece and expand similarly as the Julii
strategy. And remember the Romans will turn against you as well.
B3.2 Sieges
+++++++++++
Please see Julii
B3.3 Battle commands
++++++++++++++++++++
Please see Julii
============================================================================
C. Carthage
===========
C1.0 Author's note
------------------
Carthage is a challenging faction to play. Your cities are far apart
which makes it a pain to reinforce them. Corduba is more troublesome than
it is worth but I keep it out of pride more than anything else. Carthage
and Thapsus are rich. My gripe with Carthage is that the population grows
too fast from extra harvest and gives me a headache to keep the population
happy. Therefore my best units tend to be trained in Thapsus as I don't
have to rush build happiness buildings all the time.
I tried to capture all settlements but I got bored at 75 provinces as it's
very very difficult to keep the population happy. Corduba, Dimidi and the
Egyptian cities are a nightmare.
C2.0 Basic Strategies
---------------------
C2.1 Troops
+++++++++++
Their early troops are bad. Iberian infantry are easy to control but are
weak, so are the round shield cavalry. Don't even bother mentioning
peltasts. The aim is to play by numbers early on and rally around your
elephant unit in Sicily. Aim to train up elephants early with some
reasonable infantry. Libyan infantry is ok. Their best is the Sacred
Band pikemen which are dependable and powerful in defence. Their cavalry
is not great until you get the Sacred Band Cavalry. Their archers are
useless in later stages due to their short range. You can offset this
by recruiting Cretan archers.
My usual combo for the expeditionary force is 4-6 onagers, 2 war
elepants and above, 4 heavy cavalry, 2 archers and the rest pikemen.
*version 1.5 game
- I can't train up archers! So, I ended up short on the projectile side
and needed to use war/armoured elephants to provide arrows. I don't see
how you can get archers on the beasts and not on the ground!
C2.2 Commands
+++++++++++++
Commanding pikemen is a skill. Beginners will have difficulties with this
because in phalanx mode, they move very slowly and the pikemen are slow
to react to attacks from a different direction. This greatly reduce their
usefulness to relieve weaker parts of your line. Plus you have to keep
pikemen in a nice line to make them effective.
The key is to practice pikemen movements switching between standard mode
and phalanx mode. Also learn to form solid lines of at least 4 ranks deep.
As long as there are enemies coming at you, do not break the formation.
Take multiple steps to move the phalanx into the position you want.
Elephants are easy to control. Only drawback is them running amok with
fire. Avoid fire arrows but do not fear archers as arrows can't seem to
kill any elephants.
C2.3 Terrain
++++++++++++
Elepants on bridges is not easy. They can push your other units off the
bridge. Keep them behind at the start as you don't want them to come
under fire arrows too soon. Once you decide to rush across the bridge,
always send the elephants alone first followed by cavalry.
Trees disrupt phalanx line and chariot mobility, best to keep on open
areas.
C2.4 Buildings
++++++++++++++
Aim for early archer build as you will be defending early in the game.
Transport the archers across the Mediterranean to defend Caralis and
Lilybeaum. Lilybeaum can defend itself early with the elephant sallying
out of the city from the side gate. Then aim for early elephant build.
C3.0 Advanced Strategies
------------------------
C3.1 Tragets
++++++++++++
Firstly... DEFEND. Don't lose Caralis or Lilybeaum. Caralis is good
to distract some of the Romans, usually Julii and Scipii. Hold it by
using the strategy of using your arrow towers to kill the enemy. This